Our Math API provides the types often used for game programming such as Vector2, Vector3, Vector4, Matrix, Plane, and Ray. We also include bounding volume types including BoundingBox, BoundingSphere and BoundingFrustum. Our bounding volume types include methods for doing intersection and containment tests. One thing to note is that our math libraries are right-handed by default. What I mean by that is on our Matrix, for example, we provide a CreateLookAt method, which provides a right-handed view matrix instead of offering a CreateLookAtLH and a CreateLookAtRH. The reason we’ve decided on going with this is to ease integration in both content and middleware components. If everyone can agree on the coordinate system, then it makes it much easier to use content or APIs from outside of the XNA Framework. I say “by default” because there is nothing that requires a right-handed system. So if you absolutely need to be left-handed (or something else) you can do so, you’ll just need to do some of the calculations yourself.